Hello all,
I led development on a PSP port of Angband about two years ago, and am now looking to make a version for the Nintendo DS. The basics didn't take all that long since I have the previous port to compare to, but there's one major difference that causes problems - the DS has two lower resolution screens instead of one large one.
More precisely, I have two 256 * 192 screens, and am using a 6x8 (5x7 plus spaces) font, giving me 42 * 24 chars per screen. So I could technically meet the 80 * 24 requirement by displaying the left half on the upper screen and the right half on the lower, but that would be very awkward visually. There was also work on a 3x8 subpixel font for the NDS, which just barely fits 80 * 24 on a single screen, but the tech demo available on the internet looks unattractive to me, and it will only be worse for colored text.
The solution I'd like to go with is to use one screen to display a 42 * 24 portion of the map and the other screen as a status display, equipment screen, etc. That obviously conflicts with the requirement in dungeon.c's play_game to have 80 columns.
So my main question is whether anyone knows what's required to get around the 80 column limitation. Are there any ports that do this? Even just some tips on which files are most likely to have problems would be great.
Also, I sorta remember reading something about setting up a second 'terminal' to handle the aforementioned status screen. Any tips on how to go about doing that? Like how that's intended to be implemented (anything cleaner than reimplementing fix_frame_compact, etc) or anything else useful?
Thanks for any info!
I led development on a PSP port of Angband about two years ago, and am now looking to make a version for the Nintendo DS. The basics didn't take all that long since I have the previous port to compare to, but there's one major difference that causes problems - the DS has two lower resolution screens instead of one large one.
More precisely, I have two 256 * 192 screens, and am using a 6x8 (5x7 plus spaces) font, giving me 42 * 24 chars per screen. So I could technically meet the 80 * 24 requirement by displaying the left half on the upper screen and the right half on the lower, but that would be very awkward visually. There was also work on a 3x8 subpixel font for the NDS, which just barely fits 80 * 24 on a single screen, but the tech demo available on the internet looks unattractive to me, and it will only be worse for colored text.
The solution I'd like to go with is to use one screen to display a 42 * 24 portion of the map and the other screen as a status display, equipment screen, etc. That obviously conflicts with the requirement in dungeon.c's play_game to have 80 columns.
So my main question is whether anyone knows what's required to get around the 80 column limitation. Are there any ports that do this? Even just some tips on which files are most likely to have problems would be great.
Also, I sorta remember reading something about setting up a second 'terminal' to handle the aforementioned status screen. Any tips on how to go about doing that? Like how that's intended to be implemented (anything cleaner than reimplementing fix_frame_compact, etc) or anything else useful?
Thanks for any info!
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